SoundDialogue editing problem

Is there a hardcoded limit to the number of sounds that can be in the SoundDialogue.entity file?  At the 730 sound mark, the game will not boot completely and crashes before the main screen appears. I've checked that everything is named correctly and even moved the 731 sound up to the 730th.  I'm modding the sounds for 7 Deadly Sins.

I'd send a mini-dump in if

1. I could find it from the first (and only) time it made one or

2. If I could generate another.  It won't make another minidump when it crashes.  Maybe Danman can, I sent the problem to him before I found that it was the 730th sound :NOTSURE: 

For some reason, I have no C:\user\me\appdata\roaming\ironclad folder (I run vista :()

5,475 views 6 replies
Reply #1 Top
Its highly possible. Have you tried it with the dev.exe?
Reply #2 Top
I hate to say this... dev.exe? Where is/what is that?  :NOTSURE: 
Reply #3 Top
Download the new ForgeTools for v1.05

ForgeTools for v1.05

Dev.exe should be in the archive.

If you'd like to collaborate in the audio department, let me know. I'm trying to work this stuff out, too.
Reply #4 Top
gihren,
I'm having problems too. I think it may be a stupid hardcode....
But get yourself the DEV.exe. Since it came out, I use it all the time now.

DANMAN
Reply #5 Top
I seem to have found a limit of 115 entries for the music sound file so the devs probably just defined all the maxsizes just above what they used.

(Im not sure why this helps anything by keeping it low since it should only take up extra resources when it actualy uses all those entries and that is up to the mod creaters choice IMO).
Reply #6 Top
I'm not entirely sure what to do with the forgetools. Most of my work so far has been creating/adding sounds and creating ships, but I have to send those on to be put in the .entity and skinned anyway.

Does anyone know where the sound.entity is referenced? Maybe we could add a sound2.entity to the list of where to find sounds if we can find where the original reference. If you look at the window files, all the pictures and whatnot are referenced within those files. Maybe it's somewhere in there. Of course, we could try and get a developer to notice this and remove that cap. They made it possible for there to be 9 capships in the latest beta version...

Back to the window files, if we changed a race's prefix in the playerrace file to "racename" instead of phase, would we be able to create a racename.playerpictures for the race and add new pictures for each new race?